The immersive experience questionnaire (IEQ) measures the subjective experience of being immersed whilst playing a video game. The paper that reports the development of the questionnaire has been widely cited.

  • Jennett, C., Cox, A. L., Cairns, P., Dhoparee, S., Epps, A., Tijs, T., & Walton, A. (2008). Measuring and defining the experience of immersion in games.International journal of human-computer studies, 66(9), 641-661.

Scoring the questionnaire

We're often asked for further guidance on how to use the questionnaire. On this webpage we provide resources to support researchers wishing to use the questionnaire in their own investigations.

Follow this link to a googledrive folder where you will find two documents. These are not editable so you will need to download them and save them to your machine if you want to edit them. This will be necessary if you want to use the spreadsheet to calculate the scores for your questionnaire:

  • IEQ_questionnaire_and_scoring_instructions.docx includes the list of questions and instructions of how to score the questionnaire.
  • IEQ_scoring_spreadsheet_with_factors.xls is an excel spreadsheet that can be used to calculate the overall score and the scores for each of the factors.

Publications on Immersion and Watching Film & TV

Jacob M. Rigby, Duncan P. Brumby, Anna L. Cox, and Sandy J. J. Gould. 2016. Watching movies on netflix: investigating the effect of screen size on viewer immersion. In Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct (MobileHCI '16). ACM, New York, NY, USA, 714-721. DOI:

Publications on Immersion and Game Experience

Iacovides, I., Cox, A., Kennedy, R., Cairns, P., Jennett, C. (2015) Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement. ACM CHI PLAY 2015, ACM Press, 13-22

Iacovides, I; Cox, AL; (2015) Moving Beyond Fun: Evaluating Serious Experience in Digital Games. In: (Proceedings) Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, CHI2015. (pp. 2245 - 2254). ACM New York, NY, USA

Cairns, P., Cox, A., Nordin, A.I. (2014) Immersion in Digital Games: Review of Gaming Experience Research, in Angelides, M.C., Agius, H. (eds) Handbook of Digital Games, IEEE/John Wiley and Sons, 339-361

Cairns, P; Cox, AL; Day, M; Martin, H; Perryman, T; (2013) Who but not where: The effect of social play on immersion in digital games. INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES , 71 (11) 1069 - 1077.10.1016/j.ijhcs.2013.08.015.

Cox, AL; Cairns, P; Carroll, M; Shah, P; (2012) Not doing but thinking: The role of challenge in the gaming experience.In: Conference on Human Factors in Computing Systems - Proceedings. (pp. 79 - 88).

Jennett, C; Cox, AL; Cairns, P; Dhoparee, S; Epps, A; Tijs, T; Walton, A; (2008) Measuring and defining the experience of immersion in games. INT J HUM-COMPUT ST , 66 (9) 641 - 661. 10.1016/j.ijhcs.2008.04.004.

Cairns, P; Cox, AL; Berthouze, N; Jennett, C; Dhoparee, S; (2006) Quantifying the experience of immersion in games. In: (Proceedings) CogSci 2006 Workshop: Cognitive Science of Games and Gameplay. : CogSci 2006 Workshop: Cognitive Science of Games and Gameplay.

Cox, AL; Cairns, P; Berthouze, N; Jennett, C; (2006) The use of eyetracking for measuring immersion. In: CogSci 2006 Workshop: What have eye movements told us so far, and what is next.